World of Warships: Legends ship guide

Furious

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsStrong secondaries (4 km)Tough planesStrong AASlow squadron restore
Community Data

Furious Community Stats

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Playstyle

Overview

Furious is the Tier V British legacy strike carrier. Her squadron at 18 planes is the largest in the cohort (cohort median is 18), so her impact comes from volume waves rather than surgical alpha against a single target. AA (454 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best tough planes in T5 CVs (2,700 HP).

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.

Signature Traits

Tough planes

2700.0 HP per plane (weakest squadron), best of T5 CVs. Strikes survive AA pushes that thin peers' squadrons.

Heavy secondary DPM

180000.0 secondary DPM per side, best of T5 CVs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Top-tier AA

454.0 AA DPS, best of T5 CVs (median 377.0).

Long-reach AA

5.0 km AA reach, best of T5 CVs.

Slow squadron restore

270.0 s to restore one plane, worst of T5 CVs. Reserves refill slower between sorties.

Short air-torp range

2.4 km air-torpedo range, bottom quartile of T5 CVs. Must close on the target to drop.

Acquisition

How to get Furious

Furious is available in the Armored Carriers branch of the U.K. Tech Tree for 6,400,000 credits after researching it in the branch. Known module upgrades cost up to 1,610,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Furious sits in the Armored Carriers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Build for aircraft survivability, restoration, speed, and bomb/torpedo consistency. Current guidance should reflect the balance changes to bomb damage, bomb count, aircraft HP, speed, hangar, and detectability.

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Cohort position

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Where Furious sits among Tier V CVs (6 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestSecondary DPM (per side)180,000 (1/5) BestAA DPS454 (1/6) BestAA range5 km (1 of 3 tied) BestAir torpedo stealth1.1 km (1 of 2 tied) BestPlane HP2,700 HP (1/6) Top 25%Hit points44,100 HP (2/6) Top 25%Acceleration9.45 s (2/6) Top 25%AA threat1,253 (2/6) Top 25%Deck HP22,100 HP (2/6) WorstPower-to-weight3.35 hp/t (6/6) WorstAir torpedo range2.4 km (6/6) WorstAir torpedo speed35 kn (1 of 2 tied) WorstSquadron restore time270 s (6/6)
See 22 mid-pack stats

Not standouts for Furious -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed31.5 kt(3/6) Concealment12.77 km(4/6) Air detection8.94 km(4/6) Rudder shift16.4 s(5/6) HE alpha1,500(3/5) Secondary fire chance6%(3/5) Secondary HE pen17 mm(4/5) Engine power90,000 hp(5/6) Turn-speed retention84.1 hp/m(5/6) Displacement26,900 t(5/6) Max armor76 mm(5/6) Citadel belt76 mm(4/6) Deck armor21 mm(5/6) Bomb damage4,750(4/6) Bomb fire chance25%(3/5) Bomb AP penetration32.7 mm(3/5) Air torpedo damage5,200(4/6) NormSecondary dispersion bracket57(4 of 5 tied at this value) NormSecondary range4.5 km(3 of 5 tied at this value) NormBow armor30 mm(5 of 6 tied at this value) NormStern armor30 mm(4 of 6 tied at this value) NormSquadron size18(4 of 6 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Survivability
Hit PointsInitial: 42,700 → 44,100
Displacement26,900 t
Armor range10–76 mm
Plate armor thicknesses10, 13, 16, 19, 21, 25, 30, 76 mm
Armor material/layer entries49
Fire resistanceInitial: 20% → 23.3%
Fire duration60 s
Torp Reduction0%
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
13,200
Squadrons
Total plane capacity30
Flight deck HP22,100
Hangar HP22,100
Dive bomber
Plane HP2,700
OrdnanceHE bomb, 4,750 dmg
Fire chance25%
Bomb penetration32.7 mm
Hangar max18
Hangar restore+6 every 270 s, start 12
Torpedo bomber
Plane HP2,700
Ordnancetorpedo, 4,800 dmg
Hangar max18
Hangar restore+6 every 270 s, start 12
Dive bomber
Plane HP3,000
OrdnanceHE bomb, 4,750 dmg
Fire chance25%
Bomb penetration32.7 mm
Hangar max18
Hangar restore+6 every 270 s, start 12
Torpedo bomber
Plane HP3,000
Ordnancetorpedo, 5,200 dmg
Hangar max18
Hangar restore+6 every 270 s, start 12
AA Defense
AA mount pointsInitial: 15 → 21
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×1) + (45×3.5×0.95) + (22×3.5×1) = 454. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
454
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/39 QF Mark VIII6×8 40mm
20 mm Oerlikon Mk IV9×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)6×2 20mm
102 mm/45 QF Mk XIX (DP)6×2 102mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
22
Range5 km
Medium aura
DPSInitial: 67 → 65
Range2.5 km
Total DPS in Aura
ƒFar 22 + Medium 65 = 87
87
Near aura
DPSInitial: 22 → 45
Range2 km
Total DPS in Aura
ƒFar 22 + Medium 65 + Near 45 = 132
132
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed31.5 kt
Turning circle radius1070 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea12.77 km
Detectability by air8.94 km
Detect after firing main guns12.77 km
Detect Fire Sea14.77 km
Detect Fire Air11.94 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points42,700 → 44,100
  • Rudder shift22.9 → 16.4 s
  • AA mounts15 → 21
  • Close-range AA DPS89 → 110

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

AA defense

Close-range AA DPS454
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×1) + (45×3.5×0.95) + (22×3.5×1) = 454. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1253
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)180,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 102 mm (6/side) × 60/3 × 1500 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 102 mm family.

Armor

Hull HP 42,70044,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 19–30 mm)2,000 (5% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 16–25 mm)33,100 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 13–76 mm)800 (2% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 19–76 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure10 mm primary (range 10–21 mm)10 (0% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Secondary mount (102 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP13,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Balance History

Balance updates affecting Furious. Cards are condensed; use each source link for full context.

Nerf ×9Buff ×15Rework ×3Airstrike ×2Torpedo ×10
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Stock torpedo bomber restoration time increased from 170 to 270 s.
  • Stock starting torpedo bomber hangar aircraft increased from 9 to 12.
  • Stock torpedo bomber base speed reduced from 122 to 115 kts.
  • Upgraded torpedo bomber restoration time increased from 170 to 270 s.
  • Upgraded starting torpedo bomber hangar aircraft increased from 9 to 12.
  • Upgraded torpedo bomber base speed reduced from 135 to 125 kts.
  • Stock dive bomber restoration time increased from 170 to 270 s.
  • Stock starting dive bomber hangar aircraft increased from 9 to 12.
  • Stock dive bomber base speed reduced from 126 to 120 kts.
  • +3 more official change lines in the source post.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Bombs per aircraft increased from 4 to 5.
  • Maximum HP per aircraft reduced from 3,000 to 2,700 (squadron HP reduced from 18,000 to 16,200).
  • Base speed increased from 115 to 126 knots.
  • Maximum flight range set to 28 kilometers.
  • Maximum hangar aircraft increased from 12 to 18.
  • Starting hangar aircraft reduced from 12 to 9.
  • Aircraft restoration time increased from 75 to 170 seconds.
  • Aircraft restored increased from 1 to 6.
  • Upgraded Dive Bombers:
  • Aiming speed increased (aiming circle shrinks faster).
  • +4 more official change lines in the source post.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • Stock HE bomb damage decreased from 5,000 to 4,750.
  • Upgraded HE bomb damage decreased from 5,250 to 5,000.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 10 to 12.8 km; air detectability range changed from 7.7 to 8.9 km.
  • Stock dive bomber HP changed from 2,800 to 3,000; stock torpedo bomber HP changed from 2,800 to 3,000.
  • Upgraded dive bomber HP changed from 3,100 to 3,300; upgraded torpedo bomber HP changed from 3,100 to 3,300.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Furious can equip, from in-game data.

  • Furious default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.